#arma3_scripting

1 messages ยท Page 247 of 1

vital onyx
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when I am bored I just read the commands descriptions

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one by one

winged thistle
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I said bored, not masochistic

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๐Ÿ˜›

frail trout
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I hate to say it but being taught works, reading doesn't for me. Just teh way I'm built.

winged thistle
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I get that

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It's why I have a degree in applied sciences ๐Ÿ˜›

vital onyx
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I am the product of Soviet schools, so I need written documentation

winged thistle
#

lol

frail trout
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haha

winged thistle
#

That bad, huh?

vital onyx
#

that's awesome I believe

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even video tutorials do not work for me, as pace usually differs much

winged thistle
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I honestly can do both, but I find textbooks boring, and quite often they lack practical examples

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Kinda like the Arma wiki...

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@frail trout Ready to get a bit more advanced?

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I created the earplugs script with a global variable.

frail trout
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I am I just want to have everything setup as described

winged thistle
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We can use that variable later to display an icon

frail trout
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Oh yes, that'd be cool

winged thistle
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Let me know when you're set up and I'll get into it more.

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In my mission, I've got a HUD display that I use for that. There are various ways to do it, but mine works, and if I can show you how to do it, you can create pretty much any custom HUD element you want.

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Like minimaps and such

frail trout
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that would be excellent as I'm graphic designer by trade and would be in my element

winged thistle
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I'm allergic to graphic designers.

frail trout
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why because we're all dickheads?

winged thistle
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No, because you're not real coders ๐Ÿ˜›

frail trout
#

Oh well, you're referring to web designers

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I understand the differences between this and markup language

winged thistle
#

Yeah, sorry. In my field, they're interchangeable.

frail trout
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They are, I'm both.

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Is it worth me showing you everything I have so far to ensure everything is correct, thus far?

winged thistle
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Why the hell not... let's see some pastebin links

frail trout
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Pastebin or on here?

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Yeah cool one sec

winged thistle
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We can judge your work as a community ๐Ÿ˜›

frail trout
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shitt...

winged thistle
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I mean, why have 1 teacher when you can have 1,000?

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๐Ÿ˜›

frail trout
zealous solstice
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503_fnc_keyDown is nil

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wrong path in config

winged thistle
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oh

frail trout
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what's the wrong path?

winged thistle
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i see what you did there

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you don't specify the filename in the path

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just the folder it's in

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        tag = "503";
        class general {
            file ="\guerilla-ops\earplugs\fn_earplugs.sqf";
            class keyDown {}; //keyDown function
        };
    };```
frail trout
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oh so get rid of "fn_earplugs.sqf"?

winged thistle
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Not exactly

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Do you want your general keydown function to only handle earplugs?

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I wouldn't recommend it

frail trout
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Ohhh I see. Well for the time being,

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Actually no, because I cant expland on that

winged thistle
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Right, but for scalability...

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Yeah

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So, maybe just put it in the guerilla-ops folder

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what is your root file named?

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guerilla-ops?

frail trout
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yup

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right I need to rename this script to something more apt.

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what did you call it originally? keyDown?

winged thistle
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well, keyDown works

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yeah

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Same as the EH

frail trout
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cool one sec

winged thistle
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keep in mind, you can have multiple scripts referenced under the "general" class in cfgFunctions

#
        tag = "503";
        class general {
            file ="\guerilla-ops";
            class keyDown {}; //keyDown function
            class keyUp {}; //keyUp function
            class function1 {}; //function1 function
        };
    };
};```
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even at that, I'd recommend putting your general class functions into a folder called general

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Like: missionRoot\functions\general

frail trout
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okay so keyDown.sqf is now in mission root. and yes I've replaced all instances of 'TAG' with something personal to me, just so I can get the hang of things

winged thistle
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        tag = "503";
        class general {
            file ="\functions\general";
            class keyDown {}; //keyDown function
            class keyUp {}; //keyUp function
            class function1 {}; //function1 function
        };
    };
};```
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Then that would be what you want

frail trout
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okay

winged thistle
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again, assuming you move keyDown.sqf to guerilla-ops\functions\general

frail trout
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errr, can we keep it in the root for this example?

winged thistle
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sure

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file=""

frail trout
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I'll also move the general fuctions later on

winged thistle
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Sure

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it's really just a matter of organizing files and pointing your paths to the right location

frail trout
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Yeah completely appreciate that

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But as much as I'm enjoying tthis bicuit, I don't want to bite too much off at once and choke. I've got a very singular line of focus

winged thistle
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Meh, if you need anything repeated or clarified, we're all here to help

frail trout
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appreciate that

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so as far as I am aware this stuff is actually ready to go or rather, ready to test

winged thistle
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Fire it up ๐Ÿ˜›

frail trout
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brb

winged thistle
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Assuming everything was written correctly, you should just have to hit F1 to insert/remove earplugs, with a hint to confirm

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(Man, I sure hope I wrote the script I gave you correctly...)

frail trout
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hahahaha yeah I'll let you know in two

winged thistle
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At least if there's an error in my code, I know how to fix it

frail trout
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I'm not actually getting anything, no fuctionality, no errors...

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F1 does what it usually does with the menus

winged thistle
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So the script isn't being called

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did you add your event handler?

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Yeah, I see it there

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erm

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ok

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functions.hpp

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you have cfgFunctions defined multiple times?

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Instead of ```class cfgFunctions {

#include "taw_vd\CfgFunctions.hpp"
#include "ais_injury\cfgFunctionsAIS.hpp"
#include "taw_vd\GUI.h"

class RscTitles {
#include "ais_injury\dialogs\rscTitlesAIS.hpp"
};

class 503 {
    tag = "503";
    class general {
        file ="\guerilla-ops\earplugs\fn_earplugs.sqf";
        class keyDown {}; //keyDown function
    };
};

};```

#

You want class cfgFunctions { class 503 { tag = "503"; class general { file ="\guerilla-ops\earplugs\fn_earplugs.sqf"; class keyDown {}; //keyDown function }; }; };

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if taw_vd\cfgFunctions.hpp has a cfgFunctions class defined, you'll want to merge it with our new cfgFunctions

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rscTitles belongs in its own hpp or in the description.ext file

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I'd have to see the contents of the first three files to honestly tell you what to do with them

frail trout
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ahh that's a ballache, can't be handing you that much effort

winged thistle
#

Or

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You could

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๐Ÿ˜›

frail trout
#

would this be easier if I zipped it all up for you

winged thistle
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yes

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Yes it would

frail trout
#

I'll do that and send you a link then

winged thistle
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Send us all a link

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You might get a sudden influx of attack dogs in your mission, but at least you'll get help as well ๐Ÿ˜›

frail trout
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I did not think about all of the easter egs that may appear

winged thistle
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Erm, have you met the arma scripting community

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???

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We can't take anything seriously

winged thistle
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New feature: "Inserts earplugs; dies."

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Hint: "You're allergic to earplugs!"

frail trout
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DO IT.

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with like a 1 in 1000 chance

winged thistle
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Ooooh

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Now yer thin'in

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Insert earplugs, RNG rolls, if 1, you're hit by lightning

frail trout
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YES

winged thistle
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oh man

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In the dogfight mission I helped write, my claim to fame is "Rearm Lightning"

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Your jet gets hit by lightning periodically and it rearms your ammo

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Because why the hell not

frail trout
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ohh thats so cool

winged thistle
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That mission is up, if you ever want to check it out

frail trout
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I'll find it on the wrokshop now

winged thistle
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Oh, not on the workshop

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just in server browser

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search [FOR] Aerial Dogfight

frail trout
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ohhhh

winged thistle
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I need to revisit the AI pathing on that one sometime soon...

frail trout
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just in case its of any relevance the other scripts that are now referenced in functions.hpp do work

winged thistle
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I'm just about done here

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This frankenstein mission is taking me a minute to get through all of the stuff you're trying to include ๐Ÿ˜›

frail trout
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hahahaha I've always been a try hard dude

winged thistle
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Good

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If you don't try hard, you didn't succeed well enough.

final sparrow
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I should pass that line of advice to the developers at my job. Har har.

winged thistle
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I've just always hated that term

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What's wrong with trying hard?

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I do it every day; seems to work for me.

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Well, I get an error from your mission.sqm

frail trout
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really!? I don't..?

winged thistle
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Item147.type: Vehicle class CBA_ModuleDefend no longer exists

frail trout
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do you have CBA installed?

winged thistle
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I do not

frail trout
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forget about it. Just me trying to get AI to defend buildngs etc

winged thistle
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Try that?

frail trout
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okay

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can you rememeber what folder the pbos go into?

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I cannot.

winged thistle
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documents/arma 3 - other profiles

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at least that's where mine are when I host MP

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Don't worry, it won't work

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sec

frail trout
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lol

winged thistle
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I did screw up my script

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Forgot to init the global variable before checking it in a condition

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Cuz I'm a goddamn noob

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almost there...

winged thistle
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Ok so

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There is a conflict

frail trout
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okay

winged thistle
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init_ais already has a keydown event handler

frail trout
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can't belive you've spent so much time on it - I'm sorry!

winged thistle
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Don't be

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I volunteered

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So, we have two solutions

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Add the earplugs script to keyUp EH

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or

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_this call TAG_fnc_keyDown gets added to the current EH

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I just tested the latter successfully

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Also, for some reason, Arma didn't like it when the earplug var started with a number

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so I changed it back to TAG

frail trout
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oh fair enough

winged thistle
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Those conflicts are why I like to write everything from scratch

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Let me know if that works for you

frail trout
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Well we can't all be clever like you lol

winged thistle
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I only started in Arma a year ago

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I've only written 3 missions

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Just takes practice and a whole lot of failure

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Also, don't feel too bad for the time I spent. Some of it was spent refilling my drink or checking on my kids

frail trout
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well its appreciated

winged thistle
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no problem

frail trout
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I need to sort my head out, It seems that pbos don't work in the arma 3 - other profiles / *** / MPMissions folder

winged thistle
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do you have pbo manager?

frail trout
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I'm sure theres another location so I will look into it now

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Not at the moment, getting one now

winged thistle
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also, are you hosting MP, or just single player?

frail trout
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hosting MP to test as it'll be on my server for friends soon

winged thistle
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hm, that just worked for me

frail trout
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I didn't actually restart arma. maybe why

winged thistle
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Shouldn't need to

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ZIP

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try extracting that into your folder

frail trout
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Ah cool

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Okay cool so that works!

winged thistle
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๐Ÿ˜„

frail trout
#

Now to find where the code is for that key press readout and nuke it

winged thistle
#

You'll probably want to comment out my debug system chat

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yeah

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it's in fn_keydown.sqf

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the systemChat line

frail trout
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sorted

winged thistle
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but if you want a key's DIK code without having to look it up, then convert to decimal, it's pretty handy

frail trout
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yeah, just commented it out rather than deleted it!

winged thistle
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noice

frail trout
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Thanks ever so much for the help on that.

I'm going to do a little more reading up on respawning etc as currently on repawn, I actually lose members of that particular unit and take conrol of another member rather than simply reviving the original member

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*respawning, not reviving (at the end)

winged thistle
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Yeah, when you die, it creates a new unit and assigns you to it

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iirc

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my system is built on that principle

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when you die, it sets your respawn time to a huge number

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if you get revived, it reduces that number, spawns you, then sets your position back to the old unit's position

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Effectively, it looks like you were there the whole time

frail trout
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except different kit or do you fix that too?

winged thistle
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well

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my system is special

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I have custom classes in my new mission

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Medic, Engineer, Rifleman, Gunner, Sniper, Pilot

frail trout
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ohhh okay, a la battlefield

winged thistle
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I assign properties to each of them, so my revive system checks for the right properties in order to work

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Well, a la joint ops, so I'm told, but yeah

frail trout
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ah fair enough

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have you any misions youve made I can try out besides the dogfight?

winged thistle
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erm

frail trout
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I can't fly anything for shit

winged thistle
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I have my alpha test up atm

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[FOR] Battlezones

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I could join you in there if you want to take a look

frail trout
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yeah of course, you can give me the grand tour

winged thistle
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You're gonna shit a brick

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๐Ÿ˜›

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Took me 4 months to write what I have so far

frail trout
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I like bricks, I'm from Manchester. I grew up throwing them.

winged thistle
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lol

dark shadow
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HI guys, i am not sure if this is the right spot, but,... i have an Invade and Annex pbo and in that mission they've stated that you have to be a PILOT to fly an aircraft. After extracting the file and loading it up into the editor, where would i be able to deactivate this requirement so that anyone can use an aircraft?

tough abyss
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depends on how the script was implemented.

dark shadow
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hmm

tough abyss
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extract the pbo and upload it somewhere. I will look into it.

dark shadow
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ok

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you do NOT want the pbo rigt?

tough abyss
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not the pbo. just the extracted folder

dark shadow
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k

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it's uploading, will send you the link ๐Ÿ˜„ (no rush though, doesnt have to happend today/tonight)

tough abyss
#

Morning gents, I was wondering if it were possible for a script to write a ban to the Battleye ban.txt file?

queen cargo
#

in short: no
in long: yes

tough abyss
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wouldn't that be a major security issue?

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yes, it would. However it would make BASIX work better because all it does now is kick/ban to the lobby and not off the server

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BASIX allows multiple admins online at once

rancid ruin
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i'm gonna release a big pack of fonts for arma, anyone got any (legal) requests for fonts?

queen cargo
#

yes @rancid ruin
a tool to convert a font to an ArmA font

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any docs available on this topic? never searched ...

rancid ruin
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S:\steam\steamapps\common\Arma 3 Tools\FontToTGA\FontToTGAGUI.exe ๐Ÿ˜ƒ

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docs, no, but i can pastebin a config

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just when you use the GUI app, restart it every time you select a font. it'll fail silently if you convert a font, then try and do another one. or if you select a font then change your mind.

queen cargo
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and some docs about the fxy stuff

rancid ruin
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nice, i'll have a read through and see if i'm doing it correctly

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if you ever try it, i suggest getting FontForge cos some fonts need editing

tough abyss
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@rancid ruin Is there a way to have illegal requests for fonts?

rancid ruin
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typefaces are intellectual property so i'm not arma-ing anything which doesn't have an appropriate license

queen cargo
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what you mean with editing?

rancid ruin
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you need to make sure they're true type i think, also may need re-encoding

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some other stuff too, i found a load of nuances doing different fonts

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like i think it will just silently fail if you have non-latin characters in the font's metadata, like author

queen cargo
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so what would be needed is a proper tool to convert them with just one step

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instead of 20 steps and the tools provided by BI

rancid ruin
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that'd be nice yeah but it's not much work once you've written one config, just copy/paste mainly

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being able to do multiple fonts at once would be nice but i don't think many people are doing 50+ fonts like me

rancid ruin
#

what does the VM stand for in execVM? virtual machine?

halcyon crypt
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execVM is the same as spawn but with files

rancid ruin
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yes but what does VM stand for? i'm asking the important questions

halcyon crypt
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VM stands for scheduled then I guess

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the scheduler is the "VM"

open vigil
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@rancid ruin there's a font called "1942" it has similar clones, but would be nice to see.

rancid ruin
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the monospaced, typewriter-esque typeface?

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i can't find it released with an actual named license anywhere

open vigil
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It gives a nice "old timey" militaristic feel

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I wrote a short story for a friend, based in Chernarus, with that font.

rancid ruin
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i'll stick it in the pack and try to contact the author of the typeface

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it seems to be hosted on every free font site so i doubt it'll be an issue

golden whale
#

Alright, let my newbness be known to the scripting world

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How do I add a script to a PBO? I have the script, and I have the mission that I want to use it in

rancid ruin
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do you want to add the script to a mod, or mission?

golden whale
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A mission

rancid ruin
golden whale
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In what way? XD It looks like it has a couple of them

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Okay, it is the Close-Air-Support-Field-System-v04b

rancid ruin
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Close Air Support Field System by JW Custom, from armaholic, which has installation instructions on the download page?

native hemlock
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Or that ^ if it came with instructions

golden whale
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Well, yeah, but it isn't my mission, I was thinking of adding it to an already existing PBO

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Wasn't sure if that applied the same way

rancid ruin
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i'd try the step by step numbered installation instructions first tbh, then come back if you run in to trouble

golden whale
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ALright, thanks for the patience XD

rancid ruin
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does anyone know of a tool for generating documentation for functions?

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e.g go through my CfgFunctions definition, list function names, go through function files, add header comments

rancid ruin
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jesus do you have all this stuff on your clipboard 24/7

native hemlock
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No I just remember

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(not the link, just where it is)

rancid ruin
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three dependencies is a bit much for me

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not to badmouth cba's techniques though

native hemlock
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I guess it's also not completely what you want

rancid ruin
#

it's close, just a few too many hoops to jump through

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maybe now is a good time to practice my node.js

tough abyss
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what about this?

rancid ruin
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i was literally just about to test that but i don't hold out much hope

tough abyss
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i wouldn't say its messy, it's just explicit made for the wiki

rancid ruin
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yeah it's just XML being XML

frail trout
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@rancid ruin, regarding typefaces. Anything from the Google font repository - you'll be able to use all of them. If you need recommendations (I'm a designer so I know my fonts) Just message me!

young dagger
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Anyone who might know...

dusk sage
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Maybe ๐Ÿ’ฉ

rancid ruin
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@frail trout i think i've already got about 10 or so typefaces from google in there, mainly display fonts

#

feel free to make some suggestions, i'll release the pack once there's 50 or so fonts in there i think

frail trout
#

Bit of help if possible? I notice that in Zeus there's a module called 'Scenario name' which when entered displays any text with a nice animation on the center right of the screen. I'm after that but would rather hard code it on a trigger for instance or on entering the server after a time delay.

Is anyone aware of this scenario title function? I'd also like to display more text without the title styling after it that fades away too. Any tips or hints in the right direction?

open vigil
#

That's a question I wondered about myself. Manc ๐Ÿ˜‰

fringe smelt
#

I am not gay

open vigil
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is there something we can help you with spudbrain?

frail trout
#

Did you just refer to me as, Manc?

open vigil
#

Haha, didn't you say you grew up throwing bricks in Manchester ? ๐Ÿ˜‰

frail trout
#

Correct. I'm testing to see whether you picked that up lol. Where you from yourself?

open vigil
#

๐Ÿ˜‰

frail trout
#

I'm afraid I'm not seasoned enough to know what city has more than one cathedral.

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Oh aye? Only round the corner, so to speak

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So @open vigil, what makes you a veteran on here?

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Not asking for your qualifications, I'm merely interested

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Ah cool, that's awesome

lone axle
#

@frail trout that might be BIS_fnc_typeText

frail trout
lone axle
#

yeah that's typeText

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can do a fair amount of styling with it

tough abyss
#

placing that heliports there is a major security issue when your planes are starting/landing lol

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(just for realism)

frail trout
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Yeah I know, it's just a training/staging ground for a few friends who I'm 'teaching' ARMA to soon! lol

lone glade
#

not only that but people will have to run on the runway (no pun intended) to get to it

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also, if you want to remove the zeus watermark you can do alt shift backspace

frail trout
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Yeah I get that but its not gatwick, and it's just helis and vtols of which all can take off vertically.

there's an A-10 just out of shot though haha.

If I was doing it properly they would be on the right hand side next to the taxi lane. But as we're just doing it to train we bunched everything together.

thin pine
lone glade
#

don't worry, googling some things is ankward as a dev

tough abyss
#

lmao MrSanchez

frail trout
#

of faaack lol

dusk sage
#

Is anyone aware of a quick method to check if some vehicle/weapon etc is part of a DLC?

lone glade
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check if the weapon / vehicle has a DLC = entry using getText, if it does it'll return the CfgMods entry of the mod

#

example
getText (configFile >> "CfgVehicles" >> "yourClassname" >> "DLC")

dusk sage
#

I must've missed that scrolling through the config, cheers ๐Ÿ‘

high vigil
#

Need documentation on vanilla revive system

vital onyx
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write one

high vigil
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if i could i wouldn't post on here , if you dont have anything useful to say dont reply

vital onyx
#

It is just an invintation that you will find one - share it with others

forest jasper
#

how i can stop remoteExecCall on the jip that i made

#
test
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here is my code

KAPU_QBH_JIP = [[],{
    KAPU_QBH_EVENT_ACTION = player addAction ["<t color='#a200dd'>GoGo - Bunny Quad Bike!</t>",{
            player setPos KAPU_QBH_EVENT_POS;
        },nil,98,true,true,"","KAPU_QBH_EVENT == 1"];
}] remoteExecCall ["call", -2, true];
remoteExecCall ["",KAPU_QBH_JIP];
[[],{if(!isNil "KAPU_QBH_EVENT_ACTION") then {player removeAction KAPU_QBH_EVENT_ACTION;};}] remoteExecCall ["call", -2,true];
vital onyx
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I would advise make the action persistent and control its availability via additional public variable you can broadcast

rancid ruin
#

@thin pine isOnRoad is a marvelous name for a command too when you consider what it means to be "on road" in UK slang terms

glass meadow
#

As funny named as it is, has anyone been able to use getShotParents correctly? I'm passing the causedby/source object from a hit and handleDamage EH and only getting empty arrays returned. Is it meant to be used somewhere else?

native hemlock
#

Seems to work for me

#

Where were you testing this? (dedicated server, editor, etc)

glass meadow
#

3d editor, locally hosted mp server. Clearly it's something i'm doing if it's working for you though. Will investigate, thanks.

native hemlock
#
player addEventHandler ["Fired", {
    params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile"];
    (getShotParents _projectile) params ["_owner", "_instigator"];
    hint parseText format ["owner: %1<br />instigator: %2", _owner, _instigator];
}];

I ran that in the editor and it just hints my player object twice

glass meadow
#

Yea that works for me too, but have you tried using Hit or HandleDamage? That's where i'm having issues.

#

Figured it could be used to better resolve 'what was I killed by' issues, might not be the case if it can't work within those other EH's though.

native hemlock
#

Who was shooting you?

glass meadow
#

attached to an AI, was shooting at them

native hemlock
#

@glass meadow Did you figure it out? You wouldn't be able to use getShotParents with the Hit or HandleDamage event handlers because they don't give you the projectile as an object

glass meadow
#

Yea that makes sense. Source for those EH's is a player object not the actual thing in flight as Fired gives you, wiki could be clearer imo. I had much higher expectations for this command though, lol.

#

Cheers for clearing that up.

native hemlock
#

HitPart does give the projectile as an object, but HandleDamage gives you a string of the projectiles classname

tough abyss
#

quick question, for the 2D editor, how can I have a trigger ignore vehicles/player above a certain altitude?

lone axle
#

{_x altitude < x } count thislist > 0as a conditional maybe?

#

idk if altitude exists, maybe you have to use getpos select 2

#

or just use 3den ๐Ÿ˜›

tough abyss
#

haha I would if I could, but I can't port Invade and Annex to it. Results in an empty map. Like completely empty

lone axle
#

change a playable character to player

willow basin
#

Was there a command to check if the player staying / walking over the water? Got a problem that getPosATL is inaccurate over water while getPosASL is inaccurate on ground ;/

native hemlock
willow basin
#

perfect. thanks.

tough abyss
#

@lone axle thank you! That fixed it.

frail trout
#

Hey guys, could do with some scripting expertise again. Lack of fully working examples means I'm struggling.

I'm trying to sort out a mission intro text utilising BIS_fnc_typeText
https://community.bistudio.com/wiki/BIS_fnc_typeText

Included wiki code below:


    Description:
    Types a structured text on the screen, letter by letter, cursor blinking.

    Parameter(s):
    _this: array containing blocks of text with same structured text formatting

    Remarks:
    * Every text block is an array of text and formatting tag.
    * Blocks don't have to span over whole line.

    Example:
[
    [
        ["CAMP ROGAIN,","<t align = 'center' shadow = '1' size = '0.7' font='PuristaBold'>%1</t>"],
        ["RESUPPLY POINT","<t align = 'center' shadow = '1' size = '0.7'>%1</t><br/>"],
        ["10 MINUTES LATER ...","<t align = 'center' shadow = '1' size = '1.0'>%1</t>"]
    ]
] spawn BIS_fnc_typeText;

*/

#define DELAY_CHARACTER    0.06;
#define DELAY_CURSOR    0.04; ```

I'm thinking this would be best intialised by a trigger, after a short timer so newly spawned players see it after the intial burden of loading etc

As it's an array(?) I'm strugglign to see how to use this like I have other functions.

If I had a working example, I'd understand.
native hemlock
#

Does this not work?

[
    [
        ["CAMP ROGAIN,","<t align = 'center' shadow = '1' size = '0.7' font='PuristaBold'>%1</t>"],
        ["RESUPPLY POINT","<t align = 'center' shadow = '1' size = '0.7'>%1</t><br/>"],
        ["10 MINUTES LATER ...","<t align = 'center' shadow = '1' size = '1.0'>%1</t>"]
    ]
] spawn BIS_fnc_typeText;
#

Or maybe I'm misunderstanding what you mean

frail trout
#

Is there something script wise that should be before it?

#

Because it doesn't work straight in the init of a trigger.

#

Which leads me to believe if I shove it in a .sqf file and reference to it, it still won't work.

distant egret
#

@frail trout just used it in a trigger and it works.

frail trout
#

really @distant egret!? lol

distant egret
#

yea, what error do you get?

#

also before, make sure this is in front of it, _nill =

frail trout
#

well that's probably it...

distant egret
#

yea you need to use a _something = in init fields and triggers when using spawns.

frail trout
#

Right okay, and just to be sure @distant egret, should I also be inserting this code within the 'on activation' text area of the triger? I assume this is basically init

distant egret
#

yea, on act runs when the trigger meets his condition

#

so when blufor gets in the trigger it runs the on act.

frail trout
#

@distant egret thanks man. Any idea why it would activate regardless of condition? It's down as activation: bluefor / detected by bluefor.

It activates while miles away from anything?

distant egret
#

well im guessing you are playng as blufor, so you detected your self ๐Ÿ˜›

frail trout
#

wait...

#

it should be down as present, shouldnt it?

#

if I want a 'walk-thru' trigger?

distant egret
#

yea present

frail trout
#

what a dick

#

thanks dude

distant egret
#

no worries ๐Ÿ˜›

frail trout
#

@distant egret I swear to god. It's still doing it. There are no playable characters within the area. Nearest ones are 10m away

distant egret
#

are there any blufor AI in the trigger?

frail trout
#

nope

#

just static prefab objects

distant egret
#

and the trigger is like this,
type: none
activation: Blufor
activation type: present

#

condition: this
on act: your code

frail trout
#

I must have removed "this" fron within condition. So that fixed that. thanks dude.

Interestingly now I can see the text (as it was executing on the loading screen) it's not the text I was after.

Have you used the Zeus editor @distant egret? There's a utility under Scenario Flow called "operation name" or something similar which prints text in a very different way to BIS_fnc_typeText

#

I suppose it's the animation of the text that's different

distant egret
#

No never used Zeus sorry, but explain what is different with that one.

#

is it on the bottom right?

frail trout
#

it is, And the text animation isn't the typical military digital typing sort. First of all it's silent but it fades letters in block by block in what seems like a random fashion. I'll get a few screnshots for you now.

distant egret
#

well you can do a lot with BIS_fnc_typeText, you could try and align the text to the bottom right?

frail trout
#

Like this @distant egret. It's a completely different animation. Not the easiest to capture either. Should have doen a video but y'know - time.
http://imgur.com/a/xpOhm

distant egret
#

I understand, if you have that mission, open it and look in it ๐Ÿ˜„ thats the best way to figure stuff out.

frail trout
#

No its a function within Zeus, otherwise I would have

distant egret
#

ok

#

ok, dug a bit true spawn bis_fnc_moduleMissionName;

#

seems to do it

#

@frail trout

frail trout
#

ahhhhhh ace

#

@distant egret is that in the on activation area?

distant egret
#

yea should do

#

don't forget _nill =

frail trout
#

yeah cool

#

@distant egret thank ever so much mate. I've been searching high and low for this but obviously with the wrong search terms

distant egret
#

Tip, never use the internet, dig in the PBOs, what I did is dug in the curator (Zeus) PBOs and looked at the modules ๐Ÿ˜ƒ

#

well never use internet if you know it wont be there ^^

frail trout
#

ahhhh

#

It's referenced in the wiki but has no information regarding making the titles custom which is a shame as it could have been re-used differently elsewhere

#

Does, what I wanted anyway!

distant egret
#

Yea, seen that as well on the wiki, its a community wiki so not everything is documented the right way yet.

vital onyx
lone axle
#

any advice on how to make BIS_fnc_findOverwatch less of a perfomance killer?

rigid plover
#

yo guys

#

i want AI zombies to climb over some ramparts

#

like at 19:00 in this video

#

my AI zombies just stop before the rampart and don't run over?

rigid plover
#

?

tough abyss
#

Anyone else getting cfgweapons.burst no entry error when launching the server with a mission that was edited in Eden?

jade abyss
#
1 setOvercast 0.9; 
0 setFog 0.05; 
forceWeatherChange; 
999999 setFog 0.05;
setWind [-1000, -1000, true];

5/7 - would add to mission

rancid ruin
#

lol does such high wind actually work yeah? i need to test this

#

i'll tell you in a minute

#

hahaha yeah it send the trees mental

jade abyss
#

Almost

#

I sat myself in a Chopper

#

Turned on Adv. Flight

#

Insta Air ๐Ÿ˜„

rancid ruin
#

i saw a video of some wind hack in dayz, it was even worse than this, had me in stitches

austere granite
velvet merlin
#

@austere granite they are listed in config space - so search in AIO config

native hemlock
#

@austere granite Try deployWeaponAuto or deployWeaponManual

austere granite
#

Will do

#

Merci

zenith totem
#
23:09:50 Error in expression <n {
_objDoors = getNumber("CfgVehicles" >> (typeOf _obj) >> "numberOfDoors");
if>
23:09:50   Error position: <>> (typeOf _obj) >> "numberOfDoors");
if>
23:09:50   Error >>: Type String, expected Config entry
23:09:50 File mpmissions\__CUR_MP.Tanoa\core\utils\fn_lockDoors.sqf, line 28
23:09:50 Error in expression <n {
_objDoors = getNumber("CfgVehicles" >> (typeOf _obj) >> "numberOfDoors");
if>
23:09:50   Error position: <>> (typeOf _obj) >> "numberOfDoors");
if>
23:09:50   Error Generic error in expression
23:09:50 File mpmissions\__CUR_MP.Tanoa\core\utils\fn_lockDoors.sqf, line 28
#

Anyone got any idea how to fix that at all

#

Line of code is this:

#
_objDoors = getNumber("CfgVehicles" >> (typeOf _obj) >> "numberOfDoors");
native hemlock
#

You are missing configFile, so that should be

_objDoors = getNumber(configFile >> "CfgVehicles" >> (typeOf _obj) >> "numberOfDoors");
zenith totem
#

Of course, now I feel like an idiot lol

#

Thanks xD

rigid plover
opaque topaz
#

does anyone know how to use the new stackable EH in arma 3 'EachFrame'?

#

not sure if I need to call it using addMissionEventHandler or addEventHandler

#

so I'm guessing it's a mission Eh

native hemlock
#

addMissionEventHandler would be the way to go

halcyon crypt
#

is there a way to test whether a command exists?

native hemlock
#

Do you want to manually check the command yourself, or looking for a way in general to check?

halcyon crypt
#

both, I guess?

#

I just want to know if command X is available which is only available in dev/1.64

native hemlock
#

If you type it into debug console and hit F1 it will show you information about the command, and if nothing pops up you know that the command doesn't exist

#

I believe I saw another way to check within a script, but I'll have to dig around for it

halcyon crypt
#

should've mentioned that I want to check it in a script ๐Ÿ˜ƒ

#

as to not throw an error if someone isn't running a version that doesn't have that command

#

@native hemlock isNil {someCommand} seems to work ๐Ÿ˜„

#

it does execute the command though :/

native hemlock
#

I definitely remember seeing a commit to CBA or ACE by @little eagle that I believe had an isNil check for canSuspend to tell what version of the game was being used, but I'm unable to find the commit or the syntax used

normal citrus
#

I'm using this to get every vehicle class name in my mission. The problem is it returns the full path to the vehicle class. How do I return an array of just the class name? _car = "((configName _x) isKindOf 'car')" configClasses (configFile >> "CfgVehicles");; copyToClipboard str _car; What I get is this: bin\config.bin/CfgVehicles/I_Truck_02_ammo_F What i'm looking for is this: I_Truck_02_ammo_F

native hemlock
#

I'm on mobile so I can't really format properly but the following should work

_car = ("((configName _x) isKindOf 'car')" configClasses (configFile >> "CfgVehicles")) apply {configName _x}; 
copyToClipboard str _car;
queen cargo
#

VTOLs are currently crap ...

#

ArmA2 solution with "enable"/"disable" auto-hover was WAY better then this crap

normal citrus
#

@native hemlock I will try that and let you know. Thank you for the response.

#

@native hemlock It worked perfectly, thank you.

vivid eagle
#

Hi guys is there a way to use attachTo on a players vest or backpack instead of their character model?

tranquil crane
#

Having an issue spawning RHS Indy chernorus Ground Forces in Enemy Occupation System. Here is the script I wrote for them null = [["EOSinf_1"],[3,1],[2,3],[0,0],[0],[0],[0,0],[5,1,350,GUER,TRUE]] call EOS_Spawn;

native hemlock
tranquil crane
#

nvm solved my issue. Was just looking at an outdated tutorial.

opaque topaz
#

I'm confused as to how serverCommand works. Do I need to execute it from a UI EH if it's executed on the server or on an HC?

tame portal
#

either put it behind a button

#

or use

#

with uiNamespace do {};

#

the latter one works fine on dedicated servers

#

@opaque topaz

opaque topaz
#

ok thx a lot the wiki docs a lil confusiing on that

dark shadow
#

Hi guys, i am editing an Invade and Annex mission and have discovered that you can reserve UNIT spots. So people with a specific ID can only use certain Roles. I was wondering if anybody could help me make it work for my server?

#

I am kinda new to this, and would appreciate any help.

split coral
halcyon crypt
#

Thank you, I'll go with productVersion since it seems lighter than supportInfo ๐Ÿ˜ƒ

vivid eagle
#

@native hemlock Thanks - thant's what i tried first but there doesn't seem to be a way tget the attached object to follow the the leaning of the body. Will keep trying.

cedar nebula
#

does somebody have a script that adds light effects to beacons like the ones that are on the offroad

jade abyss
#

hm.. is player addEventHandler ["HandleDamage", {true}]; kinda broken? iirc, you can disallow damage by it, correct?

half hornet
#

Ive been trying to use a damage handler for my building mod, hasnt worked for me

#

It runs fine

#

just doesn't, negate damage like I told it to.

jade abyss
#

Same here. Sends over the correct Data, but you can't negate it...

half hornet
#

Okay, so its not just me

#

I was going to say.

native hemlock
#

Have you tried returning false instead of true?

jade abyss
#

Yep, both

#

also tried: 0 ^^

#

and _this set[2,0];

#

It changed the part correctly, but still -> dead.

half hornet
#

yep, haven't found a solution.

jade abyss
#

Also doesn't work...

barren magnet
#

Giving back 0 from a function call that is fired from the event handler works fine for me

jade abyss
#

Example?

quiet bluff
#

i want to re creating the captive script from the apex mission in apex keystone

#

but i cannot find how

barren magnet
#

@jade abyss player addEventHandler["handleDamage",{_this call fancy_fnc_handleDamage;}];

#

and in that handleDamage function

#

0;

#

well basicly i process the data given by _this and do some things but at the and the new damage value is given back, and that works like charm for me

jade abyss
#

Did that, didn't worked.

barren magnet
#

What the heck ... but exacly that works perfecly for me

jade abyss
#
D41D_Test = {_Test = 0; _Test};
player addEventHandler ["HandleDamage",        {_this call D41D_Test}];``` 
Nope
#
player addEventHandler ["HandleDamage",        {_this call D41D_Test;}];```
Also nope. @barren magnet Are you sure, that it works?
zealous solstice
#

then something overwrite your handleDamage

jade abyss
#

Vanilla A3 stuff, nothing loaded. Thats the interesting thing oO

zealous solstice
#
player addEventHandler ["HandleDamge", {0}];
player  addEventHandler ["HandleDamge", {1}];
```
jade abyss
#

Nothing in the mission, nothing in the Serverfiles.

#

Just re-checked it again

zealous solstice
#

just add a handledamage after some min and than check the index

#

if the index is higher than 1 than you handledamage get overwritten

jade abyss
#

But what could cause that?

zealous solstice
#

Revive

jade abyss
#

Rly?

zealous solstice
#

yes

jade abyss
#

oh my...

#

thx alot

#

o7

rancid ruin
#

@queen cargo "VTOLs are currently crap ...
ArmA2 solution with "enable"/"disable" auto-hover was WAY better then this crap"

  • I agree, the VTOLs had this ability a few months ago, is there a way to script the functionality back in?
normal citrus
#

is there a way to see what diaglogs are currently active?

#

I keep getting a random icon appearing on my screen.

rocky cairn
#

Is there a command to have an ai search for and pick up a weapon off the ground?

west lantern
#

@dark shadow here utilize this by creating initPlayerLocal.sqf in your mission root and pasting this http://pastebin.com/N1sFPhWZ into the file. Rebuild the mission pbo after it. Also add variable names of the reserved units into _reserved_units = []; array and add their UIDs to _reserved_uids = []; array.

crystal zodiac
#

Hello to all

They are not very expert in editing and I'm learning ; I would have a problem that I can not even identify.

Virtually in a script I have a call to another script that I precompiled in init ;
when the call is made , starts the second script and complete as it should , but once done, rather than return to the first script and continue
from after the call , it starts the same script and not the beginning, but by about half .
In the second script , there are no loops .
I can not understand why , if there is need I can post here of the scripts or the entire files .

Thanks in advance
Sorry for bad english

velvet merlin
#

post the rpt log file

crystal zodiac
#
14:25:19  Mission file: prova_eli_rico
14:25:19  Mission world: Stratis
14:25:19  Mission directory: C:\Users\Riccardo\Documents\Arma 3 - Other Profiles\{BDR}1C%2eM%2e%2aArco%2a\missions\prova_eli_rico.Stratis\
14:25:19 EPE manager release (0|21|0)
14:25:21 Attempt to override final function - bis_functions_list
14:25:21 Attempt to override final function - bis_functions_listpreinit
14:25:21 Attempt to override final function - bis_functions_listpostinit
14:25:21 Attempt to override final function - bis_functions_listrecompile
14:25:22 Attempt to override final function - bis_fnc_missiontaskslocal
14:25:22 Attempt to override final function - bis_fnc_missionconversationslocal
14:25:22 Attempt to override final function - bis_fnc_missionflow
14:25:22 Save game type
14:25:23  Mission id: a7af929700136182bfc49f9880bfc83d80971260```
meager granite
#

Did you want to start second script parallel to first one?

crystal zodiac
#

No, First run then stop until call the second, then continue when second as finished

#

I use second script by other script ( in main project)

placid trellis
#

Did anyone try to compile c++ extension on VS2015?

tough abyss
#

Yeah it works fine, why?

placid trellis
#

I compile a simple dll, but callExtention returns just ""

tough abyss
#

Make sure you are compiling it as 32bit

Check battleye isn't blocking the extension if you are testing on a client.
If you testing it on another machine, check you have vc2015 redist installed 32bit version.

Otherwise you are making a mistake i.e dll in wrong location (not in mod foldier/arma3 root directory) or a coding mistake

placid trellis
#

Yep, you right, I disable BE and it's working

#

How can I fix it to work with BE?

#

Or, more impotantly, will it work on server with enabled BE?

fallen locust
#

also make sure you have DllMain entry point
And it will work server side with BE enabled or Disabled

#

but to get it work on clients you "need" to whitelist it with BE

rigid plover
placid trellis
#

Ok, thanks!

signal maple
#

Hey guys .. long time tinkerer here but have come across a problem. I'm using R3F logistics and trying to pass a credits value to the init of an object in the mission.sqm but it doesn't seem to see it .. anyone got any advice ?

native hemlock
#

I know nothing about R3F logistics, but what does the line in the init of the object look like?

signal maple
#

init = [this, 200, west, "LIGHT"] execVM "R3F_LOG\USER_FUNCT\init_creation_factory.sqf"; ( I want to change the 200 to a variable called R3F_LOG_CF_credits but when i put that in it doesnt pick it up)

#

and I've set R3F_LOG_CF_credits in the mission init via a missionNamespace setVariable

native hemlock
#

That would be your problem then, the object's init is executed before the init.sqf is executed

signal maple
#

ahhhh ...anyway around that ?

#

name the object and run an external script on it I suppose

barren magnet
#

Or you waitUntil the object is loaded, sleep for 5 sec or something and then execute the other things

#

or yes name the object and run a external script in the mission file

pliant tangle
#

Anybody have experience with getting ArmA2NetMySQL or extDB3 to work? specifically callExtention returing empty strings, did have ArmA2NetMySQL working but that's gone intermittant, sometimes works sometimes doesn't

spice arch
#

Hey guys, anyone know how to remove the miniguns from the ghost hawks? I'm able to remove the ability to use the gun and the ammo but the minigun model stays. I want it to either be a static seat position or if possible add in a FFV position from the window.

jade abyss
#

not possible, without fkn around in the model (wich is not possible/legal)

halcyon crypt
#

at least to remove the miniguns

#

never tried it but I've seen it before somewhere

subtle ore
#

Anybody know what I am doing wrong here? ''' this addEventHandler["Killed",[
_Soldier1 = _this select 0;
_Soldier 1 = _this select 1;
"_Soldier1 killed _Soldier2" remoteExec["globalChat", -2];

]
]
];''' Seems like the eventhandler is triggered. But nothing becomes of the globalChat execution.

halcyon crypt
#

wrong quotes, should be the '~' key ๐Ÿ˜ƒ

subtle ore
#

Yes sorry, I was trying to use the code block feature for discord. Didn't seem to work. Besides that?

pliant tangle
#

_Soldier 1 = _this select 1;

#

this is invalid

#

space between soldier and 1

#

also should be _Soldier2, but you know that

#

then you'll need to use format

#

format ["%1 killed %2", _Soldier1, _Soldier2]

halcyon crypt
#

no I meant to get the code block in discord working properly ๐Ÿ˜„ swap ''' with 3x tilde key

subtle ore
#

@pliant tangle Alright. Weird how that got messed up. Thanks for that.

#

@halcyon crypt Lol.

pliant tangle
#

๐Ÿ˜ƒ np

subtle ore
#

"Error undefined variable in expression "this" line 1"

tranquil crane
#

Looking for a group forming script much like some wasteland and koth servers. Found a few on armaholic but just not sure about them. Any suggestions on what script i should choose?

native hemlock
#

@subtle ore how and what are you adding the event handler to?

tranquil crane
#

@native hemlock thats perfect looking. Thanks again

subtle ore
#

@native hemlock I'm adding the event handler to each player.

#

@native hemlock I'm just executing the script on the player using the execVM command.

spice arch
#

@halcyon crypt I used that to disable the guns, but the models remain

native hemlock
#

@subtle ore You would want to add that event handler to "player" then instead of "this". Also, I think you would need to surround your code with {} instead of [], so it would look like this.

player addEventHandler ["Killed", {your code}];
pliant tangle
#

if you want it to run for each player then put it in init.sqf

#

if ( ! isDedicated ) then {}

#

if you put it on every player, with player addEventHandler it'll add multiple times for each person

dusk sage
#

or just in the dedicated player inits ๐Ÿ˜ƒ

pliant tangle
#

you can also do : this execVM "blah.sqf" - if (_this == player), but that's fiddly

#

BoGuu: Huh? that a new thing in A3?

dusk sage
#

Also from the wiki globalChat is not global

pliant tangle
#

ah yes that'd be a good way

subtle ore
#

@dusk sage you'd still be able to use remote exec with global chat yes?

dusk sage
#

yep

signal maple
#

hey guys ... can you have multiple addEventHandlers for "killed" or do they overwrite ?

#

I need to run several bits of code following an enemy AI death

vital onyx
#

@signal maple yes you can

signal maple
#

thats great. Just need to understand why it isnt firing then ๐Ÿ˜ฆ

buoyant heath
#

Because they're only mostly dead? Thereโ€™s a big difference between mostly dead and all dead.

signal maple
#

I'm sure that a bullet in the head, after ragdolling means that they are dead ๐Ÿ˜ƒ

tranquil crane
#

that would do it

strong shard
#

hello, addOwnedMine work?

barren magnet
#

Yes it does work pretty well

#

player addOwnedMine mymineobject;

strong shard
#

magic... does not work for me ๐Ÿ˜„

#

dont work for me: _bomb = createMine ["SatchelCharge_F", ASLtoAGL getPosASL player, [], 0];
player addOwnedMine _bomb;
player action ["TouchOff", player]; mb my game is broken?

quiet bluff
#

how do i make animation work in senario ?

#

it work only if i put it in the debug console?

quiet bluff
#

UNIT playmove "AmovPercMstpSrasWrflDnon_Salute"; UNIT disableAI "ANIM"

little eagle
#

Pennyworth - letzten Sonntag um 01:49 Uhr
I definitely remember seeing a commit to CBA or ACE by @little eagle that I believe had an isNil check for canSuspend to tell what version of the game was being used, but I'm unable to find the commit or the syntax used

#

Yeah. isNil {canSuspend} to check if 1.58 was used. I saw the method in vanilla with isNil {is3DEN}

#

(damn discord)

#

it's probably better to use productVersion select 2 though

#

@strong shard addOwnedMine is still broken

thin pine
#

For some reason I can't remember but EachFrame EHs don't execute on dedicated environment right? Only on hasInterface, yeah?

#

Makes sense to me since servers don't really draw frames...but having a brainfart atm

solar geode
#

That's only the case for Draw3D EH.

#

DS/HC still run simulation, each simulation "tick" is a "frame".

thin pine
#

hmm

#

Good thing I asked then...saves me some code

#

cheers

solar geode
#

๐Ÿ‘

signal maple
#

guys - noob scripter here .... why can't I get this to fire? says _x is undefined - I thought Arma3 took _x as anything

#

while {true} do
{

if (_x isKindOf "Man") then {
    _x addEventHandler ["killed", {_this call KREM_fnc_enemyKilled} ];
//diag_log "killed AI";
};
sleep 10;

} foreach AllUnits;

#

I'm putting this in my server init

#

sorry for being a noob ๐Ÿ˜ƒ

lone glade
#

_x is a magic variable used in apply, foreach, select and other places I can't remember

#

and for the love of coding, stop using while {true} do loops

signal maple
#

lol .... told oyu I'm a noob ... how could I get this to fire then

#

I need the eventhandler to added "killed" onto all AI that are spawned dynamically

solar geode
#
  1. You didn't wrap the do block and foreach block correctly
  2. That is not going to do what you want. You're about to add a new EH every 10 seconds, which means in 30 seconds, when you kill a unit that's been there all the time, your code is going to fire 3 times.
#

You have:

while {...} do {...} foreach <array>;

You need to make it:

while {...} do {
  {...} forEach <array>
};
signal maple
#

Thanks @solar geode .... although I tinker with code in Arma I'm not very good

solar geode
#

However, what you're about to do is highly inadvisable.

signal maple
#

is there a better way then ... don't want to take up too much of your time

solar geode
#

If you have CBA, it's quite simple.

#
["CAManBase", "killed", {
  <code here>
}] call CBA_fnc_addClassEventHandler;
signal maple
#

cool .. will try that out !

thin pine
signal maple
#

thanks too @thin pine

solar geode
#

That's actually probably even better. I forgot they added that.

thin pine
#

From what I understand that's one EH that applies to all entities ๐Ÿ˜ƒ

signal maple
#

and it will keep running on all dynamically spawned AI ?

solar geode
#

You will need the condition you have for isKindOf.

thin pine
#

Yeah I think so..and you'll need isKindOf to filter out men only yeah

signal maple
#

cool .. thanks

#

baby steps ... baby steps ๐Ÿ˜ƒ

placid trellis
#

Hi everyone. It is possible to compile dll ext w/ cygwin or minGW? I really don't like VS ๐Ÿ˜ฆ

#

I tried to do it with -shared flag, but arma does not seem to see dll entry point

velvet merlin
halcyon crypt
#

@placid trellis yes, mingw works fine.

#

do you get any errors?

placid trellis
torn jungle
#

Heya. Was wondering on how to properly use the radius condition from the addaction command. I only really want to set the radius, and not bother with the other conditions, so i was wondering on how to go on about doing that.

#

this addAction ["something", "script.sqf", , , , , , ,3];

#

do i have to fill in ALL of the conditions before Radius? Or can i leave them empty?

native hemlock
#

So you'd do something like

this addAction ["something", "script.sqf", nil, 1.5, true, true, "", "true", 3];
torn jungle
#

this addAction ["something", "script.sqf", nil, 1.5, true, true, "", true, 3];

#

like that?

#

oh ๐Ÿ˜ฎ you typed it aswell ๐Ÿ˜ƒ

#

ok, will try! Thanks @native hemlock

halcyon crypt
#

@placid trellis if it compiles then it should work fine. I'm pretty sure that I had something that worked fine and was build with mingw a couple of weeks ago. Are you starting the game with BattlEye? Maybe it's blocking it.. dunno

#

I think I did a static build though

placid trellis
#

@halcyon crypt BE disabled and the same code works with VS. Can you give me the build flags?

halcyon crypt
#

-std=c++11 -march=i686 -m32 -O2 -s -fPIC -fpermissive -static -static-libgcc -static-libstdc++ (that's to compile Intercept)

#

and seeing that now, are you compiling it as 64-bit by any chance? ๐Ÿ˜›

little eagle
#

It's so retarded that you can't use nil everywhere for commands like addAction compared to functions

pliant stream
#

nil call { systemChat format ["_this : %1", _this] } talk about retarded shit related to nil...

tough abyss
#

Is it possible to have "peer to peer" scripts that don't interact with the server without using CBA? If so, where can I read about it? Is it safe for multiplayer, or are there enough security issues that it would be better to just put a bit more load on the server?

Please and thanks. โค

still forum
#

Any message to any client has to go over the server so no. You can run a small redirect script on the server that basically calles remote exec on the target client. Srccli ->(remoteexec) server ->(remoteexec) targetcli

thin pine
#

@Dedmen although not an expert but I'd also assume there's no direct p2p connections, however I believe the internals of arma are already running such a redirect script so no need to write your own. @Kal look at both publicVariableClient and the target owner id parameter of remoteExec....

opaque topaz
#

can you attach an event handler to the abort button? I think read somewhere that you can't.

thin pine
#

@opaque topaz Although I've never done it, you should be able to. After googling I found a script that disables the abort button (thus accessing the abort button). The display's idd is 49 and the abort button's idc is 104. To work with the display and the controls the actual pause menu dialog needs to be open, to execute code upon opening of the pause menu use https://community.bistudio.com/wiki/Description.ext#onPauseScript

quiet bluff
#

I cant make the animation to work

#

even in the editor when i preview the mission

young current
#

Might you elaborate the problem a bit? What animation are you talking about for starters?

quiet bluff
#

i want that ai will be cuffed an the mission starts

#

this playmove "Acts_AidlPsitMstpSsurWnonDnon01";

#

doesn't work

tough abyss
#

@thin pine That should work perfectly, thank you.

thin pine
#

I very much doubt it but does anyone have a method to retrieve the commandline or otherwise the loaded mods in SQF?

quiet bluff
#

๐Ÿค

queen cargo
#

@thin pine configBin >> CfgPatches

#

to get the actual command line, you need a dll extension

thin pine
#

ah

#

forgot about the patches, the cfgpatches may be good enough....I'm just creating a sort of debugoutput function people can execute to get important info when posting bugs ^^ cheers

quiet bluff
#

ok it work now

#

sleep 0.1; bob playmove "Acts_AidlPsitMstpSsurWnonDnon_loop"; bob disableAI "anim";

#

added the sleep 0.1

thin pine
#

I googled and I googled...I searched the wiki but to no avail. cheers torndeco

velvet merlin
#

retrieve the commandline
is saved in rpt

#

i dont think you can reach it with loadFile though => dll extension

thin pine
#

yeah its okay, the goal was just to get a list of mods, either through a command or perhaps commandline. And I'm writing this code so certain folks don't need to go into RPT ๐Ÿ˜› (copyToClipboard)

placid trellis
#

@marceldev89#4565 Even with these flags still not working... Thank you anyway.

opaque topaz
#

@thin pine never new about the onPauseScript

shadow sapphire
#

How can I get my custom difficulty to load with forced advanced flight model?

When I launch any default difficutly, I can get it to force AFM, but whenever I launch with difficulty "Custom" on Windows 2012 R2 server, it says my flight model is standard from the server browser.

opaque topaz
#

@thin pine also, I tried executing this in debug console but it still wasn't working properly ```
disableSerialization;
waitUntil {!isNull (findDisplay 49)};
_abortButton = (findDisplay 49) displayCtrl 104;

_id = _abortButton ctrlAddEventHandler ["onMouseButtonClick", {diag_log format["Abort: %1", _this]}];
hintSilent str(_id);```

#

forgot to say I wrapped it with spawn

thin pine
#

what does finddisplay 49 return in the watch tab?

opaque topaz
#

idk actually forgot to debug that hang on...

dusk sage
#

Probably no display

opaque topaz
#

ok so I did this now ```
["XON_PFH", "onEachFrame", {disableSerialization;
diag_log str(!isNull (findDisplay 49));
_abortButton = (findDisplay 49) displayCtrl 104;

_id = _abortButton ctrlAddEventHandler ["onMouseButtonClick", {diag_log format["Abort: %1", _this]}];}] call BIS_fnc_addStackedEventHandler;```

#

I see false when not in the menu and I see true when I am in the menu

#

so it seems to be working as it should

#

I'm the editor FYI

#

just tried in my server when clicking on abort but I still do not see my message in the rpt

#

I don't think attaching an event handler to the Abort control is possible?

dusk sage
#

What are you trying to do with it

opaque topaz
#

Remove mission event handler

opaque topaz
#

wow I'm an idiot I think I can just use BIS_fnc_addStackedEventHandler

velvet merlin
#

whats the easiest way to test end-game-spectator/BI spectator mode/framework?

thin pine
#

a3 editor preview -> press ESC -> spectator?

velvet merlin
#

well i want to do a thorough test - means to watch both AI and a player; infantry and vehicles - find out about all its possibilities and limitations

tough abyss
#

is there a bug in invade and annex that prevents the FOB from being moved?

tough abyss
#

also instant objective respawn

native hemlock
#

That seems like a question for the invade and annex developers

plucky beacon
#

is

_unit = _this select 0;

    if (( typeOf _unit isEqualTo "B_Helictoper_F") || ( typeOf _unit isEqualTo "B_Pilot_F")) then {
        _unit setPos (getMarkerPos "Aviation");
    };

inside of OnPlayerRespawn.sqf supposed to make a player move to a diffrent respawn point if they're a type of infantry unit?

tough abyss
#

@native hemlock found the problem. It was me xD I thought the FOB placement was just illogical

tough abyss
#

Probably a pretty noob question, but what's a clean way to have the game wait to call a script after, say, 10 minutes, without just doing "sleep 600", or a script specifically meant to just wait then check a variable?
I've been wanting to know for general knowledge, rather than a specific problem I have.

A dummy example would be if, say, in my init.sqf, I had a script that told an AI to walk to a point. If he took longer than 5 minutes, it'd hint "Failed!". But I have other scripts I call in the init.sqf that I needed to run after that AI started moving. What's the 'best' way, in terms of usability and performance, to do this?

plucky beacon
#

What I would do is use the Init.sqf as a root, and branch off other scripts from it. So make a separate file for the whole timer thing, and the results of that timer can be programmed in that specific file handling the AI movement.

#

I think I get at what you're doing but using the init to call a separate script is probably your best bet @tough abyss

tough abyss
#

Ah, darn. I was hoping there was a more elegant way, but at least I know now. Thanks, @plucky beacon, for expanding my knowledg ๐Ÿ˜ƒ

plucky beacon
#

If you're using waypoints you can use them in conjunction with triggers. Waypoints can run scripts when they are completed.

opaque topaz
#

Let's say I have a mod and the mod uses functions that are placed within the class CfgFunctions, when are those functions compiled? At game start or at mission init?

thin pine
#

@opaque topaz at game start as the wiki functions library page says :)

#

You can also make it recompile every mission start if you mess with attributes

halcyon crypt
#

@placid trellis did you get it to work?

tough abyss
#

Hello i am looking for someone that knows how too script any one willing too help?

vital onyx
#

@tough abyss terms?

tough abyss
#

can we speak in chat ?

#

like voice chat

vital onyx
#

I prefer text, pm

tough abyss
#

ok

#

sounds good with them

blazing zodiac
#

Anyone have a good way of retrieving someones profileName from their playerUID?

tough abyss
#

you mean while person is on the server or converting the uid to a name?

thin pine
#

@blazing zodiac if you want to convert uid to an always up to date steam name you'll need an extension....otherwise you can create a small database with uids and profile names that gets updated every time someone connects...you can retrieve the profile name with https://community.bistudio.com/wiki/profileNameSteam

opaque topaz
#

@thin pine I was looking on the wiki and couldn't find anything, guess I need to get my eyes checked ๐Ÿ˜„

urban ocean
#

Im trying to force unlock some car via script, im doing this in script after his init - [[Car1,false],Lock] call BIS_fnc_MP;

#

But it`s not working.

#

Can any1 give me the cue ?

normal citrus
#

@urban ocean wouldn't it be car1 setVariable ["locked",false,true] ? It's either lock or locked, I don't remember. Not near my computer.

urban ocean
#

Found a way http://pastebin.com/qQ2uVDVi. I wrote that in init.sqf, need this action on every player, on action it should remove my custom action and then some other things.

#

Seems it works

#

But should i write publicVariable var after every changing ?

normal citrus
#

No, you shouldn't have to.

#

It is already a global variable

urban ocean
#

Because it`s declared in init.sqf ?

plucky beacon
#

Init is global

#

InitServer is server

#

initPlayerLocal is...

#

Get this...

#

local

dusk sage
fiery shard
#

is there a way of checking if an actual mission is loaded before continuing with addon?

#

so it doesn't trigger in main menu/editor

blazing zodiac
#

@tough abyss Converting the UID to a name

urban ocean
#

Is setVehicleLock and Lock fnc global ? its icon G in wiki, but when im using it on local pc it have local effect

#

Should i use it via fnc_mp ?

tough abyss
#

@blazing zodiac what would you need it for? Why need their steam name?

plucky beacon
#

@fiery shard do you mean a delayed launch of an add-on?

fiery shard
#

@plucky beacon well I was worried if it would try to execute in the main menu or something

#

rather than not doing anything unless it was inside a real mission

#

I guess I could just wait until there are real players present I guess

plucky beacon
#

@fiery shard kind of a confusing question. What type of mod are we talking about. Like a conversion mod?

fiery shard
#

server side addon, looks at units during the missoin

#

but connects to a database in it's init

#

tbh if it's server side maybe I'm worried about a problem that doesn't exist

plucky beacon
#

I guess you can only know through tests

blazing zodiac
#

@tough abyss I dont need their steam name neccessarily, I need their arma profileName and its for a stats menu inside my main mission menu

#

Actually scratch that, I think I have a way to do it. I'll report back after some testing.

dusk sage
#

@fiery shard Launch your addon init from the mission on server launch...?

kindred kayak
#

Is there any way to launch the Server Browser from scripts / RscDisplayMain? e.g. Main Menu programming and Spotlights can open the campaign window (i.e. createMPCampaignDisplay) but would like to link into the Server Browser.

kindred kayak
#

nvm, figured it out.

tough abyss
#

@blazing zodiac why don't you just use the 'name player'

blazing zodiac
#

@tough abyss That's pretty much the approach I'm gonna use, haven't had a chance to test it yet though. Been a very busy day.

tough abyss
#

I'm using it quite some of my mission, names popping up when entering a command post for authentication

cold rampart
#

Does anyone know if there's a way to unset camSetTarget, or do you have to create a new camera

#

Objnull doesn't work

dusk sage
#

'unset'?

cold rampart
#

I'm using a cinematic cam at mission end

#

And at a certain scene I use camsettarget on the cam

#

but after that I wan't the cam on annother position again but it keeps tracking the target

#

Only thing that makes the cam not chase is camSetTarget position

#

But that would mean I would have to use that from there on

#

where i'd rather just 'unset' the target or disable camSetTarget or how you would name it

quiet bluff
#

i want to spawn a composition from action manu that i made in the ARES mod how do i do it?

#

i have the composition cod from the rtp

#

*code

quiet bluff
#

๐Ÿค

thin pine
#

@cold rampart there are issues with that command....you can try using camSetTarget objNull although in my experience that doesn't always work

cold rampart
#

Yeah it doesn't seem to

#

I just recreated the cam

#

Thx though ๐Ÿ˜ƒ

quiet bluff
#

i want to spawn a composition from action manu that i made in the ARES mod how do i do it?
i have the composition cod from the rtp
*code

quiet bluff
#

i managed it to work only on spawn from the editor not via Addaction [position this ,0, call (compile (preprocessFileLineNumbers "comp.sqf"))] call BIS_fnc_ObjectsMapper; any help?

quiet bluff
#

nvm

#

thanks for the "help"

slate vale
#

guys just a question fast, I am making different spawn locations in georgetown, is this right code? spawnMarker = "georgetownspawn_1,georgetownspawn_2,georgetownspawn_3";

#

or does it have to be "georgetownspawn_1","georgetownspawn_2";

distant egret
#

If its ment to be a array, spawnMarker = ["georgetownspawn_1","georgetownspawn_2"];

slate vale
#

it never had any [] in it from beginning

distant egret
#

nah thats just one big string

slate vale
#

so is it correct?

#

because all other ones don't have any brackets

#

they only have ""

quiet bluff
#

it seems i muted here ๐Ÿ‘Œ

slate vale
#

soooo?

#

anyone knows if I am writing it correct or not?

distant egret
#

Is this from an mod or just vanilla arma?

slate vale
#

vanilla arma

#

like it was like that from beginning when I played on altis and it worked fine

distant egret
#

im trying to get a reference.

slate vale
#

I changed to tanoa and all i'm doing now is changing the names and stuff

distant egret
#

ok, well if it works it would be alright ๐Ÿ˜›

slate vale
distant egret
#

did you test it?

slate vale
#

not yet but I don't want to you know ruin everything since I always have bad experiences when my server doesn't work and then it gets confusing

distant egret
#

yea, just what I though, for each spawn marker you need to make a new class.

slate vale
#

ok

distant egret
#

so, georgetownspawn_1 got its own class, georgetownspawn_2 and so does.

slate vale
#

ok

#

ty

quiet bluff
#

โšพ

plucky beacon
#

baseball?

quiet bluff
#

just checking that you can see the my message

#

becuse i was asking for help and nobody refer to it

open vigil
#

Just remember, people may not have an answer to your question (or have time or even have noticed it). As such, the Bohemia Interactive Forum is sometimes a better place to ask questions.

slate vale
#

Guys I got a question, basically I have made a Tanoa Map, I replaced the mission file with the Altis mission file with the Tanoa, and I changed the folder "Altis_Life.Altis" -> "Tanoa_Life.Tanoa". And when I start my server I get setting up client, please wait. So question is is there more stuff I have to change on my files, sqf or anything? Because I have been told I can still use same database and I don't need to change anything with that but I can't get in using my Tanoa mission file.

dull parrot
#

Looking for someone to review the current status of my project. Someone with extensive experince on larger scale and more complex projects preferred, I can pay for your time. Contact me in a PM to talk about it. TLDR; seeking paid consultant.

halcyon crypt
#

@slate vale you should probably ask the person that told you that ๐Ÿ˜ƒ

slate vale
#

Okay, but I got another question then, you know how you let's say you start a new scenario, for example Altis or Tanoa. There is all these buildings (objects) that are already built in there that you can't move. I searched this up and there was a video but it didn't work for me, apparently it has something with hideObjectGlobal to do, now there is these 2 big skycrapers in Tanoa I want to get rid of but I can't, any good tutorial or someone who could help me out figuring that out?

slate vale
#

According to a video, I must type this in (after a marker) _location=[7111.83,5683.86,0];
_radius=50;
_terrainobjects = nearestTerrainObjects [_location, [], _radius];
{hideObjectGlobal _x} foreach _terrainobjects; https://www.youtube.com/watch?v=gCowVgQMlv8 here is the video to see if anyone could help me and see if i have done anything wrong, would be really appreciated

#

maybe someone could test this to see if it actually works or just me doing it wrong

shadow sapphire
#

How hard do you guys think it would be to script a launch and catch device, like an air craft catapult and wire? Like, just a trigger that thrusts a jet to takeoff speed and can stop it quickly if it lands back inside of the trigger.

vapid frigate
#

@shadow sapphire I think the Nimitz has that

shadow sapphire
#

@vapid frigate, yeah, that's very neat! However, I'm looking into a scripted solution as to not require mods for use. Thanks for sharing, though!

@tough abyss, okay, awesome info, thanks!

vapid frigate
#

I guess the scripting side would just be scaling the velocity

shadow sapphire
#

Seems that way.

dull parrot
#

Any Rsc wizards around?

#

_display = uiNamespace getVariable "FFDisplay_Label";

_AlphaStatus = _display displayCtrl 1301;
_BravoStatus = _display displayCtrl 1302;
_CharlieStatus = _display displayCtrl 1303;

// Init the display variables
while {ACTION_PHASE} do {
  // set and render?
  // Set images for the point display crtls
  _AlphaStatus ctrlSetText ALPHA_DISPLAY_STATUS;
  _BravoStatus ctrlSetText BRAVO_DISPLAY_STATUS;
  _CharlieStatus ctrlSetText CHARLIE_DISPLAY_STATUS;
  // set flag status based on string stored at global variables
  sleep 1;
  // cut the display
  cutRsc ["FFDisplay", "PLAIN"];
}; // while ```
#

I know action phase is true, and I know I have strings stored at those globals...

#

I am also very certain those strings link to a image that exists.

#

Well, a .paa

#

What more would one need to explain why this does nott render a hud that updates as needed

thin pine
#

@dull parrot You only need to cutRsc once iirc, that'll open up the resource. After which you can mess around. So try moving that cutRsc above the loop (assuming its the same resource)

dull parrot
#

This helped

#

Thank you Sanchez!

shadow sapphire
#

@tough abyss, thank ya.

dull parrot
#

I KNOW, 100% that sectorA_blue.paa is a BLUE image.

#

I KNOW that my site is Postive 10

#

It sets the damn flag texture JUST fine.

#

Hell, it EVEN 100% of the time outputs to system chat the CORRECT SIDE, west...

#

BUT

#

IT ALWAYS, puts the opposing COLOR .paa into the RscDisplay.

#
  ALPHA_STATUS = "west";
  ALPHA_DISPLAY_STATUS = "data\images\rsc\sectorA_blue.paa";
  ALPHA_POLE setFlagTexture "\A3\Data_F\Flags\Flag_blue_CO.paa";
  systemChat format ["ALPHA STATUS IS NOW OWNED BY = WEST"];
};

// set ownership of alpha to east and display to red
if (_alpha isEqualTo -10) then {
  ALPHA_STATUS = "east";
  ALPHA_DISPLAY_STATUS = "data\images\rsc\sectorA_red.paa";
  ALPHA_POLE setFlagTexture "\A3\Data_F\Flags\Flag_red_CO.paa";
  systemChat format ["ALPHA STATUS IS NOW OWNED BY = EAST"];
};```
#

No other place is this PAA set OTHER than the inital cut, which is a white image.

#

Testing it, by changing +10 to RED, and -10 to BLUE

#

OUTPUTS THE CORRECT COLOR PAA!~!!!!!! however, double, triple checking my images are red and blue respectivly.

#

#whatthefuck?

#
if (_alpha isEqualTo 10) then {
  ALPHA_STATUS = "west";
  ALPHA_DISPLAY_STATUS = "data\images\rsc\sectorA_red.paa";
  ALPHA_POLE setFlagTexture "\A3\Data_F\Flags\Flag_blue_CO.paa";
  systemChat format ["ALPHA STATUS IS NOW OWNED BY = WEST"];
};

// set ownership of alpha to east and display to red
if (_alpha isEqualTo -10) then {
  ALPHA_STATUS = "east";  
  ALPHA_DISPLAY_STATUS = "data\images\rsc\sectorA_blue.paa";
  ALPHA_POLE setFlagTexture "\A3\Data_F\Flags\Flag_red_CO.paa";
  systemChat format ["ALPHA STATUS IS NOW OWNED BY = EAST"];
};```
#

THAT however works?

#

#twilightzone?

#

And I am 10000000% sure, my images are correctly labeled, and the correct color.

vapid frigate
#

maybe it's the way you're using ALPHA_DISPLAY_STATUS

thin pine
#

@dull parrot coloring of images get fucked if the x or y of your images isn't a power of 2...eg if your images are 200x200 it will fuck up....they'd need to be 256x256 or 128x128.....or 512x128 etc.......can you verify they are?

dull parrot
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Yeah, I went with 100x100

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Hmm.

thin pine
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Yeah that won't work.......

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Although my experience with this 'feature' has mostly been with transparent images..idk about solid images but I imagine it could be the cause

dull parrot
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Well the color is not distorted

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And I can get both a blue and red and white image to display

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Just none at the proper times.

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I am working on a new skeleton using a even driven system

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using a more event driven system, when I come back around to assiging these images I will see if it persist, if so I will look into rezising first.

thin pine
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Alright

dull parrot
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I also have a mess of loops, and just to much bs... time to re-design. I think somewhere I am overlooking something...

thin pine
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Lol I tend to facepalm every six months or so when I've learned a lot and I look back at old code. "I can redesign this to be much more efficient"

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So by all means go for it and good luck

fiery shard
#

If it's recommneded to avoid spawn how do people handle async operations like waiting for a db to return?

quartz estuary
#

Hi guys i am using '''call ATH_fnc_Export_Locs;''' to pull the the map location names in a .JSON file. It doesn;t seem to be grabbing all the place names. Am I missing something? Sorry, my code knoledge isnt the greatest.

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'call ATH_fnc_Export_Locs;

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Lol there we go...fail

open vigil
#

Nice shiny new avatar @tough abyss ๐Ÿ‘๐Ÿป

crystal zodiac
#

Is there a way to select ( using nearRoads ) only trade of some kind ?
For example , among the segments found in a area , choose only the highways

distant egret
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Get all roads in your area and check if their class names are the same with the onces from a highway.

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?

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Just seen you can't get the class names from roads anymore.

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Then you could use getModelInfo and get the .p3ds to match.

meager granite
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Roads never had classname

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Hm, for some reason getModelInfo and even str doesn't show road model, this wasn't the case before

quiet bluff
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i want to limit player in certain area if them leave it kill them after 10 seconds

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if there is a way with a trigger and no script that would be great

meager granite
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To do anything useful with a trigger you need scripts in act\deact fields too

quiet bluff
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oh okey

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any idea?

meager granite
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I suck with triggers, I'd do it through location

distant egret
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@quiet bluff if I understand you want to kill players in a trigger after 10 sec?

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@meager granite getModelInfo gives you an array of strings.

meager granite
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@distant egret I just tried with altis roads and models are always empty as well as debug output through str

distant egret
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Yea see it, was testing it my self in a cup map. Works there...

meager granite
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@quiet bluff
Condition:

    player in  thisList

On act:

    terminate client_killTimerThread; hintSilent "";

On dea:

    client_killTimerThread = 10 spawn {
        waitUntil {
            hintSilent parseText format ["Get back or you'll die<br/><t size='6'>%1</t>", _this];
            sleep 1;
            _this = _this - 1;
            _this < 0;
        };
        hintSilent "I told ya";
        player setDamage 1;
    };
quiet bluff
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@distant egret outside the triger

meager granite
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Here's your solution on a silver platter ๐Ÿ˜ƒ

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Works only for single trigger and local player (No AI or other vehicles)

quiet bluff
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thanks sa-matra

meager granite
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(Fixed typo)

quiet bluff
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it dosen't work

meager granite
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You did something wrong then

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Screenshot your trigger setup menu

quiet bluff
meager granite
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Activation

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Should be everybody

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repeatable probably too

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Not sure what "Type" is, I've used 2d editor menu

quiet bluff
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ok that work thank you

tough abyss
#

Hi guys, I'm having some troubles with a cutscene script and I was directed to this discord here for help. My issue, as it stands, is that when a cutscene plays mid op (Once a trigger fires), is that the cutscene plays fine, but when it's over the screen fades to black and doesn't go back to the player camera.

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If anyone's willing to take a shot at it, I'll post my code.

meager granite
tough abyss
#

If you need to, I'll post camera_work.sqf.

meager granite
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Add player switchCamera "INTERNAL"; at the end?

tough abyss
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At the end of the cutscene? I've tried it, but I'll give it another whirl.

meager granite
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Oh btw if it blacks in, you'll need to remove black screen afterwards

tough abyss
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That's my issue, most likely. How can I do that?

meager granite
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Wait, its BLACK IN means it removes black screen

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So what exactly happens? It turns black at the end or black disappears?

tough abyss
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At the end of the cutscene, the screen fades to black and doesn't return to a player camera or anything. I tried it yesterday, and IIRC, I couldn't get any player input to work either. I'll try that again, though.

meager granite
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cutText [" ", "BLACK IN", 3];
Should mean it turns black to normal in 3 seconds

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Something else somewhere makes it turn black maybe?

tough abyss
#

I'm taking a look. If you'd like, I can post a short video. That might explain something.

meager granite
#

Anyway, try switchCamera, if it doesn't work you'll need to find where camera is created and do <camera> cameraEffect ["terminate","back"];

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For getting back player control ^

tough abyss
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I put 'player switchCamera "INTERNAL";' at the very end, after the last bracket.

meager granite
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Before last bracket

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As it end of if (hasInterface) then { code block

tough abyss
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Still throwing the issue at me -- this is the last bit of my code

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` sleep 0.1;
};

cutText [" ", "BLACK IN", 3];
"dynamicBlur" ppEffectEnable true;
"dynamicBlur" ppEffectAdjust [100];
"dynamicBlur" ppEffectCommit 0;
"dynamicBlur" ppEffectAdjust [0.0];
"dynamicBlur" ppEffectCommit 4;
player switchCamera "INTERNAL";
}; `

meager granite
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You end up with black screen?

tough abyss
meager granite
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Something else turns screen black apparently

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In camera_work.sqf ?

tough abyss
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I'm going to try to remove that last bit, see if that helps at all

meager granite
#

Also as a side note, why you send introstarted it doesn't seem to be defined anywhere:
introended = true; publicVariable "introstarted";